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Sexout not working


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Posted

I'm not sure when this happened, but it seems Sexout, as a whole, no longer works. I find I can't get raped, no matter what I do ingame to jack up the odds. I'll post a non-image load order, if someone knows how to get one out of NMM.

Posted

Well you can delete SexoutTest for STD's there aren't any STD's in Sexout anymore.

I'd delete Rapers too, it's not really functional anymore

Unless Project Nevada tells you otherwise I'd move both it's ESM files after the DLC files.

Very few of us use NMM, it's from Nexus is all I can say. FOMM is the norm here.

Posted

Well you can delete SexoutTest for STD's there aren't any STD's in Sexout anymore.

I'd delete Rapers too' date=' it's not really functional anymore

Unless Project Nevada tells you otherwise I'd move both it's ESM files after the DLC files.

Very few of us use NMM, it's from Nexus is all I can say. FOMM is the norm here.

[/quote']

 

I haven't been using Rapers (I've used BR), and didn't know about SexoutTest being irrelevant. Project Nevada should probably go after the DLC's.

 

The real issue is somewhere in one of those being conflicted with Sexout; I don't know which it might be, which is why I'm asking if someone with some behind-the-scenes knowledge could point me in the right direction.

 

As for NMM, one of the devs behind it moved to NMM. NMM is also open source, not a "solely Nexus" thing, so you could use it anywhere without them having the ability to say "screw you guys" (I saw a bit of why there's a conflict with them on another thread).

 

NMM links should become the norm here, to be honest, since they're just "nxm://(address)" for importing into the mod manager - it's far more convenient than using FOMM, and definitely going to be the way to move past NV/Skyrim when one party is creating a tool that actually addresses the needs of modders across game lines.

 

 

EDIT: I went kinda stupid, and forgot to mention that consensual sex does work. What doesn't work is the random rape.

Posted

Well you can delete SexoutTest for STD's there aren't any STD's in Sexout anymore.

I'd delete Rapers too' date=' it's not really functional anymore

Unless Project Nevada tells you otherwise I'd move both it's ESM files after the DLC files.

Very few of us use NMM, it's from Nexus is all I can say. FOMM is the norm here.

[/quote']

 

I haven't been using Rapers (I've used BR), and didn't know about SexoutTest being irrelevant. Project Nevada should probably go after the DLC's.

 

The real issue is somewhere in one of those being conflicted with Sexout; I don't know which it might be, which is why I'm asking if someone with some behind-the-scenes knowledge could point me in the right direction.

 

As for NMM, one of the devs behind it moved to NMM. NMM is also open source, not a "solely Nexus" thing, so you could use it anywhere without them having the ability to say "screw you guys" (I saw a bit of why there's a conflict with them on another thread).

 

NMM links should become the norm here, to be honest, since they're just "nxm://(address)" for importing into the mod manager - it's far more convenient than using FOMM, and definitely going to be the way to move past NV/Skyrim when one party is creating a tool that actually addresses the needs of modders across game lines.

 

 

EDIT: I went kinda stupid, and forgot to mention that consensual sex does work. What doesn't work is the random rape.

 

Well I don't see anything that jumps out at me as far as conflicts. Rape is a bit buggy unless you are using the latest brutal rapers (not the one in the OP but one in the last few pages of the thread).

 

Unfortunately you are likely going to just have to knuckle down and disable all mods and then add in sexout. Start a new game and save just outside of doc mitchell's house and use that as your clean save. Then start adding mods back until you "break" sexout. Try not to add more than 1-3 at a time so you know exactly what breaks things.

 

As to NMM - Most here are well aware of the background behind it and NO folks here are going to switch. NMM has a number of flaws and the nonsense about being tracked (what you install is tracked) and the auto updating is reason enough to pitch it to the curb. One auto update is enough to make your game unplayable. Just look at that feature with steam and what a nightmare it has caused. Not to mention the bad blood that many here have with the nexus. I would drop mentioning it if I were you - just friendly advice there :)

Posted

NMM also requires special servers, that are not listed in the url, for its basic functioning.

 

Also, it's been having a lot of problems (crashes and refusals to download) because the author has not yet dealt with some basic communications related issues which frequently arise when fetching web content.

Posted

 

Well I don't see anything that jumps out at me as far as conflicts. Rape is a bit buggy unless you are using the latest brutal rapers (not the one in the OP but one in the last few pages of the thread).

 

Unfortunately you are likely going to just have to knuckle down and disable all mods and then add in sexout. Start a new game and save just outside of doc mitchell's house and use that as your clean save. Then start adding mods back until you "break" sexout. Try not to add more than 1-3 at a time so you know exactly what breaks things.

 

As to NMM - Most here are well aware of the background behind it and NO folks here are going to switch. NMM has a number of flaws and the nonsense about being tracked (what you install is tracked) and the auto updating is reason enough to pitch it to the curb. One auto update is enough to make your game unplayable. Just look at that feature with steam and what a nightmare it has caused. Not to mention the bad blood that many here have with the nexus. I would drop mentioning it if I were you - just friendly advice there :)

 

I haven't heard anything about tracking. Is this anything beyond what Nexus can, and does, do anyway when you download anything from the website while logged in?

 

Auto updating is a strength when proper procedures are in place for testing. I know it's a bit different with mods than it is with software due to the high possibility of conflicts, but with any significant investment in the software, it could check quite a few conflicts before even hitting startup. Add in versioning/rollback, and the problem can be eliminated entirely.

 

I'm not trying to start a fight with this; I'm genuinely curious as a relative outsider to both communities.

Posted

I am planning on a new autoupdate feature to FOMM that will be based on what the modder puts in the FOMOD, rather than just blindly checking the nexus as FOMM currently does. This functionality will be toggleable on a per-mod and global basis once implemented. Individual mod authors will be able to tell FOMM where to look for updates.

 

To make it generic enough, the interface will be a bit tricky; for example to check your official post here, you'll have to give it the URL to the first post in the thread, and then some string to hunt for in that post, like "VERSION: .....".

 

To avoid any conflicts or having to standardize on what that version string/number means, it will just report "newer version available" if the strings don't match. That's my idea anyway.

 

Right now I'm waffling back and forth between extending FOMM or going back to the new MM I started writing myself. FOMM has a lot of the functionality we all like, and we're used to the interface, but the code is a real mess. Just adding skyrim to the list of supported games, which I thought would be an hour tops, is much more involved than it should be.

Posted

After going back and disabling all mods, and starting a new game, (Brutal)Rapers doesn't work at all, period. Combat and Stalkers are just non-functional on their own, no other mods enabled. I guess it's not due to any conflicts.

Posted

After going back and disabling all mods' date=' and starting a new game, (Brutal)Rapers doesn't work at all, period. Combat and Stalkers are just non-functional on their own, no other mods enabled. I guess it's not due to any conflicts.

[/quote']

 

Without Sexout.esm and possibly SexoutCommonResources, neither one of those is going to work anyway so.. either this is expected behavior, or you're not being entirely honest when you say "disabling all mods." Be specific about what's enabled in your test scenario.

 

Also note that rapers alone is not working period, this is fairly well known. The latest brutalrapers from page.. 53? 52? of that post is the one people are having the best luck with.

Posted

After going back and disabling all mods' date=' and starting a new game, (Brutal)Rapers doesn't work at all, period. Combat and Stalkers are just non-functional on their own, no other mods enabled. I guess it's not due to any conflicts.

[/quote']

 

Without Sexout.esm and possibly SexoutCommonResources, neither one of those is going to work anyway so.. either this is expected behavior, or you're not being entirely honest when you say "disabling all mods." Be specific about what's enabled in your test scenario.

 

Also note that rapers alone is not working period, this is fairly well known. The latest brutalrapers from page.. 53? 52? of that post is the one people are having the best luck with.

 

I disabled everything non-Sexout. In other words, every single Sexout mod is enabled that's on that list and was enabled when I took the screencap was still enabled, and any other mods were not.

 

This was my issue though, I was using the BrutalRapers from the first page, since that's usually the most recent version, and there's nothing there that says it's outdated. Thanks for providing that tidbit!

 

EDIT: I'm just realizing I have no idea where the Thanks button is...

Posted

 

This was my issue though' date=' I was using the BrutalRapers from the first page, since that's usually the most recent version, and there's nothing there that says it's outdated. Thanks for providing that tidbit!

 

EDIT: I'm just realizing I have no idea where the Thanks button is...

[/quote']

 

Ah that will do it. Glad it's working for you.

 

Thanks button was removed a while back and only recently readded, but it only exists on the first post in a thread. Don't worry about it, just enjoying all the work we put into these blasted mods is thanks enough ;)

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